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Rulebook

“The room was immense and seemingly empty. Empty except for
an alcove on the opposite wall where, glittering in magical light, a
large, ornate chest stood overflowing with treasure. This was just
one of the many treasure chests hidden in this chamber.
“It was a siren calling for intruders to drop their guard and come
gather the wealth pouring from it. The other treasures were
hidden by a magic so arcane modern wizards had no idea how
to conjure it. Numerous traps designed to protect the vast wealth
from scavengers were also rendered invisible by this same magic.
“Now, four unlikely heroes, a Wizard, Warrior, Cleric, and Rogue
had to find a way to uncover the path that would allow them to
safely collect the treasures scattered throughout the room while
avoiding those numerous traps set centuries before. They weren’t
the first to take on this challenge, but they planned to be the last.”
-Richard Schrand
Contents 4 Hero Boards:
1 Game Board:
the Wizard
Health Move Ability
Action: Reveal
1 facedown Tile.
Max 4

the Rogue
Health Move Ability

Disarms Traps.
Max 6

the Cleric
Health Move Ability
Action: Heal self
or nearby Hero
Max 8 for 2 Health.

the Warrior
Health Move Ability

Slays Monsters.
Max 10

Entrance Dungeon Area Treasure


Room Vault
4 Hero Figures &
10 Monster Tiles: Heath Dice:
Goblin Skeleton Orc
Goblin Skeleton Ogre
Goblin Skeleton Orc
Goblin

Warrior (10-sided) Rogue (6-sided)

10 Trap Tiles:
Bear Trap
Bear Trap
Bear Trap
Arrow Trap
Arrow Trap
Fire Trap Pit Trap
Cleric (8-sided) Wizard (4-sided)
Bear Trap Fire Trap
Arrow Trap

10 Monster Figures:

14 Effect Tiles:
Portal
Portal
Portal
Portal
Poison Portal
Poison Portal
4 Goblins 1 Ogre
Portal Poison Portal
Poison Portal

1 Draw 3 Skeletons 2 Orcs


9 Artifact Tiles:
Bag
4 Treasure Tiles:
Vile Blade Elixir of Life Holy Grail
Vile Blade Elixir of Life

Costs 2 Actions

Trap Kit Seer's Orb


Trap Kit Seer's Orb

2
Expansion Contents
Dragon the Dryad Pennant
Fairy
Health Move Ability
Action: Inspire 1 Hero
up to 3 rooms away to
the Dyrad take 1 free action.
Dragon's Flame Max 4
1 Dragon Action:
Deal 8 to each
Hero in marked areas
(may make 1 move first):

Dragon Figure & Tiles Dryad Hero Board, Figure, Fairy &
Die(4-sided), & Tile Pennant Tile

Energy Vial
Curious Bread

White Lady Necromancer Market


1 Hero Player Action:

14 12
Spend and from
slain/disarmed tiles to
Possession
Demon Skull Magic Mirror purchase 1 Artifact
from the Market. 2 White Lady Actions:
Enter a room with a
Hero (except for Cleric)
and take control of
that Hero. Spend up to
2 actions to move that
Hero during your turn.

18 16

1 White Lady Figure 1 Necromancer Figure 4 Market Tiles 2 Reference Tiles


& Tile & Tile

Overview
Two players go head-to-head controlling opposing sides in
a game of deduction and deceit. One player controls a party
of four Heroes adventuring into a dungeon for treasure. The
other is the Dungeon Lord who reigns over the dungeon’s
traps, treasures, and monsters. The Heroes’ party consists of
a Warrior, a Cleric, a Rogue and a Wizard, who must work
together, using each of their special abilities to overcome the
puzzles presented by the scheming Dungeon Lord.

Objectives
Each player has a separate objective to win the game:

• The Hero Player wins if they


acquire three of the four treasures.

• The Dungeon Player wins if they


slay all the Heroes before the
Hero Player wins.

3
Game Setup
1. Players start by choosing who will play as the Hero Player and
who as the Dungeon Player. Flipping a coin is recommended.

2. Place the Game Board between both players with the blue
“Entrance Room” side facing the Hero Player and the orange
“Treasure Vault” side facing the Dungeon Player.

3. The Hero Player collects the Hero Boards, Health Dice, and
Hero Figures:
3A. Place the Warrior, Cleric, Rogue, and Wizard boards “active”
side-up (the color side) in the area below the Game Board.
3B. Place the Health Die matching the image on each board
onto the picture of the Hero set with its highest value facing
up. For example, the “Wizard’s die” has a “4 peak” at the top
and the “Warrior’s die” has a “0” that represents “10.”
3C. Place the Hero Figures matching their Hero Boards into the
4 Entrance Room spaces on the game board. Each Entrance
Room should contain only one figure of the Hero Player’s
choice. Return all other boards, dice, and figures to the box.
4. The Dungeon Player collects all of the Dungeon Tiles and the
Monster Figures.
4A. Place the Double-sided Treasure Tile into one of the
Treasure Vault spaces (it does not matter which space).
4B. Place the Monster Figures (4 Goblins, 3 Skeletons, 2 Orcs,
and 1 Ogre) into a Monster Figure Supply nearby.
4C. Assemble the Dungeon Deck of 36 tiles and place them in
the Draw Bag (see the instructions on the next page).

5. The Dungeon Player draws 4 Dungeon Tiles from the bag into
their hand. The Dungeon Player takes the first turn.

Want more challenge? Add The Dragon and the Dryad


(pg 12) and/or the Lords of the Undead (pg 14) expansions.

4
4C
Hero Boards Dungeon Deck
Game Board
with Health Dice
2
3A
Supply of
Monster
Figures
3B 4B
Health

Health
Max 10

Max 8

3C
the
Move

Move

the
Warrior

Cleric
Ability

Ability
Action: Heal self
Slays Monsters.

or nearby Hero
for 2 Health.

5
Health

Health

4A
Max 6

Max 4

Draw
Move

Move

the
the

4 Tiles
Wizard
Rogue
Ability

Ability
1 facedown Tile.
Disarms Traps.

Action: Reveal

Hero Figures Double-sided Treasure Tile

4B Assembling the Dungeon Deck


1. Separate out the following 23 Dungeon
Tiles and place them face-down to form the
Dungeon Player’s Deck A: A
Bear Trap
Goblin

=
Arrow Trap
Skeleton

+ +
Fire Trap
Orc
Ogre Pit Trap

23 Tiles
3 Treasure 10 Monster 10 Trap Tiles
Tiles Tiles
B
2. Shuffle the remaining Dungeon Tiles
(Effects and Artifacts) forming Deck B. Effects & Artifacts
3. Randomly draw 13 tiles from B and set them
aside. Keep the tiles face-down; it is important
that neither player sees what these tiles are. Draw 13

4. Discard any unused tiles back into the box


without revealing. They will not be used.
Discard
5. Without revealing, shuffle all the 36
Dungeon Tiles from A and B together and A + B
place into the draw bag.
23 + 13 Tiles

5
Round Overview
In a round, each player takes a turn. The first turn is always taken
by the Dungeon Player. Each turn, each player MUST take 4
actions. After the Dungeon Player takes 4 actions, it is the Hero
Player’s turn to take 4 actions. This goes back and forth until the
game is over.
The game consists of 2 Phases: the Passive Phase and the
Aggressive Phase. The actions that the Dungeon Player may
perform change depending on which phase it is. The Passive Phase
ends when the Dungeon Deck is empty of tiles to draw. After
the last tile has been drawn, the Aggressive Phase begins with the
Dungeon Player’s next turn. The actions that the Hero player may
perform are the same for both phases.

Dungeon Player's Turn


The Dungeon Player’s turn is as follows depending on the phase:

Passive Phase:
Using 4 actions, place the 4
Dungeon Tiles in your hand
face-down into open dungeon
rooms of your choice, 1 action Orc

per tile. Tiles placed by the


Dungeon Player cannot be
stacked on top of other tiles.
Tiles may not be placed in any
Room occupied by a Hero. Tiles should also not be placed in the
Entrance Rooms, or in the Vault Rooms.
The Dungeon Player CANNOT peek at face-down Dungeon
Tiles once they have been placed.
After placing tiles, draw up to 4 new Dungeon Tiles from the
Dungeon Deck to your hand for the next turn. If there are no
more tiles to draw, the Aggressive Phase begins (see next page).

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Aggressive Phase:
At the start of the Aggressive
Orc

Phase, before actions are taken, all


revealed Monster Tiles placed in the
Dungeon Player’s area are replaced
with Monster Figures.
The Dungeon Player’s turns during the Aggressive Phase are
different than during the Passive Phase. Now, the Dungeon
Player MUST use all 4 actions to:
• Flip over and reveal a face-down Dungeon Tile in a room that
is not occupied by a Monster Figure. This costs 1 action.
• Move a Monster Figure (see below). This costs 1 action.
If there are no valid Dungeon Tiles to reveal or Figures to move,
the Dungeon Player must take as many actions as they can and
then their turn may end without having taken 4 actions.

Monster Figures:
• May only move 1 room in a turn at the cost
Orthogonal
of 1 action based on the Movement icon
on their tile. For example, a Skeleton may
move orthogonally and a Goblin may move
Orthogonal
orthogonally OR diagonally. OR Diagonal
• Can attack 1 Hero once per turn; it does not cost an action to
attack. The Monster must be either in the same room as the
Hero, or in an adjacent room. The adjacent room MUST match
the Movement icon on the Monster’s Tile. For example, the
Skeleton may only attack an orthogonally adjacent Hero, whereas
a Goblin can attack either orthogonally or diagonally.
• Move onto face-down or revealed Dungeon Tiles without
revealing or triggering their effects. Face-down tiles under
Figures may not be revealed until the Figure moves off of it.
• Only 1 Monster Figure may occupy a room.
• May move into the Entrance Room and the Treasure Vault.

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Dungeon Tiles Overview
When a Hero enters into a room with a Dungeon Tile, the effects of
that tile must be resolved. If the tile is face-down, it is flipped face
up and then resolved:
Treasure Tiles:
Heroes entering a room with a Treasure Tile immediately
acquire the Treasure. Remove it from the dungeon and
add it to the Hero Player’s play area. If a Hero enters any of the 4 spaces
in the Treasure Vault, remove face-up Treasure and add it to the Hero
Player’s play area.

Monster Tiles (4 Kinds):


Heroes entering a room with a Monster Tile are dealt the
amount of Monster Damage listed on the tile (reduce
the Hero’s Health Die’s by that amount). This damage occurs only
once for a Hero upon entering the room with the Monster Tile, and
the Hero does not take additional damage for remaining in the room
with a Monster Tile during the Passive Phase. Monster Tiles are only
removed from the game if the monster is killed or when replaced with
a Monster Figure in the Aggressive Phase.

Trap Tiles (4 Kinds):


Heroes entering a room with a Trap Tile are dealt the amount
of Trap Damage listed on the tile, unless they can “disarm” it.
Remove from the game after a Hero has moved onto it and resolved it.

Effect Tile– Shifting Floor:


Heroes entering this room must immediately move off
the tile into an adjacent room in the direction of one of
the arrows (the Hero Player’s choice, and cannot move into the room
they just came from). If one direction leads into a wall, the Hero
must instead move the opposite direction. Remove the tile from the
game after a Hero has moved onto it and resolved it.

Effect Tile – Portal:


Heroes entering a room with a Portal Tile immediately
move to an open Entrance Room space of their choice.
A Portal Tile is removed from the game after a Hero has moved onto
it and resolved it.

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Effect Tile – Poison Portal:
Like the Portal Tile, Heroes entering immediately
move to an open Entrance Room space, but also are
immediately reduced to 1 Health Point (adjust their
die to “1”). A Poison Portal Tile is removed from the game after a
Hero has moved onto it and resolved it.

Artifact Tiles:
Heroes entering a room with one or more Artifact Tiles immediately
equip them: place the tile(s) next to that Hero’s board. Artifacts offer
a one-time ability for the Hero and are discarded from the game
after use. Heroes may have unlimited Artifacts equipped, including
multiple identical ones. A Hero may also use 1 of their actions
to give an orthogonally or diagonally adjacent Hero an equipped
Artifact. If a Hero dies, any equipped Artifact Tile are placed in the
room where they died (and are stacked if necessary).
Artifact – Vile Blade: A Hero slays a Monster by moving
onto a Monster Tile or into a room with a Monster Figure
and no damage is dealt to the Hero. That Monster and tile
are placed in the Hero Player’s area to show they are slain.
Using it does not cost an additional action. A player may also choose
to not use the Blade and be dealt the damage instead, in which case
the Monster would remain.
Artifact – Elixir of Life: A Hero can increase their
Elixir of Life

Health or the Health of an orthogonally or diagonally


adjacent Hero by up to 2 Health. It costs 1 action for
the Hero that uses it. It may not be used on a Hero who is at full
health or has died.
Artifact – Trap Kit: A Hero moving onto a Trap Tile can
Trap Kit

disarm the Trap. Remove the tile from the game and no
damage is dealt to the Hero. Using the Kit does not cost
an additional action, and the Hero Player may choose to not use the
Kit and be dealt the damage instead. If disarmed, place the tile in the
Hero Player’s area to show its been disarmed.

Artifact – Seer’s Orb: A Hero can flip and reveal any 1


face-down Dungeon Tile in the dungeon not occupied by
a Monster Figure. It costs one action to use it.

9
Dungeon Tiles Continued...
Artifact – Holy Grail: A Hero can resurrect a dead Hero.
The resurrected Hero’s board is flipped back to its active
side, their Health Die is set to maximum health, and their
figure placed in any empty space in the Entrance Room. Using the
Holy Grail costs 2 actions for the Hero that used it (they MUST have
2 actions available).

Hero Player’s Turn


The Hero Player’s turns are the same in both phases of the game.
The Hero Player MUST take 4 actions with their Heroes but may
only take up to 2 actions with any single Hero. The actions available
to the Hero player are as follows:

• Move a Hero 1 room: costs 1 action.


• Use a Hero or Artifact’s ability: May
cost 1 action or no actions (the Holy
Health Ability/
Die Movement Action Grail costs 2 actions).
Type

Each Hero:
• May use a maximum of 2 actions in a single turn, after which they
are “exhausted” and cannot take any more actions this turn.
• Cannot move onto or through a room occupied by another Hero.
• Moves into adjacent rooms based on the Movement icon on their
Hero Board.
• May move into rooms with face-down or revealed tiles. The tiles’
effects are then resolved.
• May move into rooms with a Monster Figure. The effect of the
Monster is then resolved, either being dealt Monster Damage or
slaying the Monster. If that room also has a Dungeon Tile, resolve
the Monster’s effect first and then the tile’s effect.

10
When only 1 Hero remains, they are the Last Hero Standing.
The Hero Player may take up to 3 actions per turn with that
Hero, even taking the same action up to 3 times, but will not take
the full 4 actions of their turn.

Hero Death:
If a Hero’s Health is reduced to or below zero then
that Hero has died. Remove the Hero Figure from
the game board, flip the Hero’s Board to its “inactive
side”, and place the Figure on the image of the Hero.
If the Hero has any equipped Artifacts, stack all the
Artifacts face-up in the Room where the Hero died.
Warrior Ability: After moving onto a room with a
Monster (a tile or a figure) slay it and do not take
Monster Damage (this does not cost an action). However,
if a Monster Figure enters the Warrior’s room, the
Warrior takes the damage and it is not slain (the Warrior
MUST move into a Monster’s room in order to slay it).
Place the Monster Tile in the Hero Player’s area to show
they have slain it.
Cleric Ability: Uses an action to increase their health or
the health of an orthogonally or diagonally adjacent Hero
by up to 2 Health (may be used multiple times in a turn,
but not on a Hero who is at full health or has died).
Rogue Ability: After moving into a room with a Trap
Tile, disarm it and do not take Trap Damage (this does
not cost an action). Place the disarmed Trap Tile in the
Hero Player’s area to show its been disarmed.
Wizard Ability: Uses 1 action to reveal any face-down
Dungeon Tile anywhere on the board NOT occupied with
a Monster Figure. May be used multiple times in a turn.

Game's End
The game ends when one of these conditions are met:
• The Hero Player wins if they acquire three Treasure Tiles.
• The Dungeon Player wins if there are no Heroes alive.

11
The Dragon and the Dryad
A powerful dragon has imprisoned a mystic Dryad. Find and free the
captive and slay the fire-breathing beast before it gets you!
Dragon the Dryad
Health Move Ability
Dragon's Flame

Components
Action: Inspire 1 Hero
1 Dragon Action: up to 3 rooms away to
Deal 8 to each Pennant the Dyrad take 1 free action.
Fairy Max 4
Hero in marked areas
(may make 1 move first):

Dragon Figure & Tiles Dryad Board, Figure, Die, & Tiles
Setup
1. A change to Assembling the Dungeon Deck, step 3 (pg. 5): Draw 9
tiles* for B instead of 13, and then add the Dragon, Dryad, Fairy,
and Pennant Tile into the pile to make 13 tiles. Shuffle B with A to
make the full Dungeon Deck of 36 tiles. *If also using the Lords of
the Undead then only draw 7 tiles instead of 13.
2. The Hero Player places the Dryad Board, Figure, and Die aside
so that it may be used later.
3. The Dungeon Player places the Dragon Figure in their Monster
Figure Supply and the Reference Tile in their area.

Revealing the Dragon Tile:


Immediately replace its tile with its figure and it can take actions during
the Dungeon Player’s turn, even in the Passive Phase (see next page).
Remove
Large Body: The Dragon occupies two rooms at the same Dragon

time, one each for the “Head” and “Tail.” When its tile is
revealed (and it moves), its Head is placed into the room
with the tile and its Tail is placed into an orthogonally
adjacent room of the Dungeon Player’s choice. If a Hero
reveals it by entering its room, place its Head into the Room with
Tile
Adjacent
Hero’s room (and deal damage). The Tail, however, does Room
not deal damage if placed in a room with another Hero.
Revealing the Dryad Tile:
Remove
the Dyrad

Immediately remove the tile and place her figure


in any Entrance Room space, and ready for use
by the Hero Player. The Hero Player adds the
Entrance Room Dryad’s Hero Board into their play area and set
her Health Die to “4”. You may use actions for
her immediately if it is the Hero Player’s turn and
the Dryad
Health Move Ability
Action: Inspire 1 Hero

you have remaining actions to use.


up to 3 rooms away to
take 1 free action.
Max 4

12
The Dragon:
A Monster that can be slain by the Heroes (in the room with either
its Head or Tail). The Dragon uses only 1 action during the Dungeon
Player’s turn. Since the Dragon appears as soon as it is revealed, it
may move and attack even during the Passive Phase, however using
an action for the Dragon means the Dungeon Player places one fewer
Dungeon Tile on their turn.
Dragon’s Flame: For its action, the
Dragon may first move to an orthogonal
or diagonal room and then use Dragon’s
Flame: it attacks all Heroes in the 12
rooms that it stands in and that surround
its body (see the diagram on the left)
dealing 8 damage to each Hero. Its Head
being the part that moves first, and its Tail
1 Action: Dragon’s Flame is then placed into any adjacent room. It
may also move without using Dragon’s
Flame for its 1 action.
The Dryad:
When the Dryad is rescued, she is a fifth Hero added to the party.
For the Dungeon Player to win, they will have to kill her as well.

Ability: Uses 1 action to “inspire” 1 Hero within a range


of 3 rooms away (counted orthogonally). An “inspired”
Hero may immediately perform a free action. An
inspired Hero may take an action even if it is exhausted
or 4 actions have already been taken.

Effect and Artifact Tiles:


Fairy
Effect Tile – Fairy:
When revealed (by either the Hero or Dungeon Player), the Hero
Player may choose any living Hero to be immediately restored
to full health. The Fairy Tile is then removed from the game.

Pennant Artifact – Pennant: A Hero can inspire 1 Hero within a


range of 3 rooms, counted orthogonally. An “inspired” Hero
may immediately perform a free action. This does not
count toward that Hero’s exhaustion or the Hero Player’s 4
total actions.

13
Lords of the Undead
Beware of the trapped souls and dangerous spectres that linger in the
dungeon. A ghoulish maiden, long-forgotten and left for dead and a
meddling necromancer, dabbling in dark magic, are haunting these halls.
Luckily, the party has stumbled upon a mysterious merchant with some
useful wares, but that have unusual costs...

White Lady Necromancer Market


1 Hero Player Action:
Spend and from
slain/disarmed tiles to
purchase 1 Artifact
Possession
from the Market. 2 White Lady Actions:
Enter a room with a

Components
Hero (except for Cleric)
and take control of
that Hero. Spend up to
2 actions to move that
Hero during your turn.

1 White Lady Figure 1 Necromancer Figure 2 Reference Tiles


& Tile & Tile
Demon Skull Energy Vial
Magic Mirror Curious Bread

4 Market Tiles
18 14 12
16

Setup
1. A change to Assembling the Dungeon Deck, step 3 (pg. 5): Draw
11 tiles* for B instead of 13, and then add the White Lady and
Necromancer Tiles into the pile to make 13 tiles. Shuffle B with
A to make the full Dungeon Deck of 36 tiles. *If also using The
Dragon an the Dryad then only draw 7 tiles instead of 13.
2. The Hero Player places the 4 Market Artifacts and its Reference
Tile in their area. The Horde Artifacts are placed “gold-side-up”
with the cost number in the bottom-left corner visible.
3. The Dungeon Player places the 2 Figures in their Monster Figure
Supply and the Reference Tiles in their area.

14
Revealing the White Lady or Necromancer:
Immediately replace either tile with its figure and both can take
actions during the Dungeon Player’s turn, even in the Passive Phase.

2 Actions:
Possession The White Lady:
Is a Monster, but cannot be slain with a “Slay
a Monster” action from a Hero or Artifact.
She can use 2 actions to move up to 2 Rooms
OR for a whole 2 actions she can move into
an orthogonally or diagonally adjacent room with a Hero to Possess
them (the Cleric is immune to Possession). Immediately remove
the White Lady Figure from the board and place her on top of the
Possessed Hero’s portrait on their Board. The Dungeon Player is
now in control of that Hero (no longer the Hero Player) and can
move them (based on the Hero’s own movement), however they
are not able to use any abilities or Artifacts. Actions spent moving
a possessed Hero are treated as if they were spent for the White
Lady (max 2 per turn). The Possessed Hero can be moved into
any legitimate room or tile, face-down or revealed, and is subject
to the tiles’ corresponding effects. The White Lady is immediately
removed from the game if the Possessed Hero takes any damage,
dies, or if she is healed by the Cleric’s ability or by the Elixir of Life
Artifact(“healing” the White Lady or the Possessed Hero “slays” her).

The Necromancer:
2 Actions:
Raise Dead Is a Monster and can be slain. It can use
2 actions to move up to 2 Rooms OR for
a whole 2 actions it can Raise the Dead.
The Necromancer can bring a slain
Goblin, Skeleton, Orc, or Ogre back
Up to 2 into play. Take the tile and figure from
Rooms Away
the Hero Player’s pile, place the tile in
your play area, and place the figure in an unoccupied room up to 2
rooms away from the Necromancer. The raised Monster can move or
attack immediately on that turn (even during the Passive Phase).

15
Lords of the Undead Continued...
The Mysterious Market:
Demon Skull
The Hero Player can acquire a Market Artifact by using
1 action on a Hero’s Turn. They must pay the Blood
Cost, which is the number listed on bottom-left corner 18
of each Artifact. Paying this Blood Cost comes from a Blood Ogre
Cost of 18
Goblin

combination of discarding Monster and Trap tiles: Arrow Trap

1. The values from Monster Tiles the Hero has slain.


2. The values from Trap Tiles the Hero has disarmed. 19 Blood Points

• When using Monster or Trap Tiles, discard those tiles from the
game. Any total Blood Points paid with tiles that go over the
Artifact’s cost are considered lost.
• This action is performed by a single Hero and the Market Artifact
purchased is only given to that Hero. If the Hero dies, the Artifact
is removed from the game.
• Multiple Artifacts can be purchased on a single turn, using one
action for each.
• The Purchase Action can be performed by an exhausted Hero.

Each follows all the basic rules of a regular Artifact, can be used in the
same turn that they are purchased, and are discarded after one use.

Artifact – Demon Skull: Spend 1 action to slay a Monster


Demon Skull

within 2 rooms (count orthogonally).

Magic Mirror
Artifact – Magic Mirror: Spend 1 action to swap room
locations with another Hero anywhere in the dungeon.

Energy Vial Artifact – Energy Vial: Spend using no actions at the


beginning of the turn, and this Hero may take 3 or 4 of the
Hero Player’s actions without being exhausted.

Artifact – Curious Bread: Spend 1 action to restore the


Curious Bread

Hero’s own health to maximum.

16
Solo Play Variant
In this quest, you alone command the party of powerful Heroes
against the dark forces of the Dungeon. For this solo play
variant, the role of the Dungeon Lord is run by an “Arcane
Intelligence” created by some cruel and demonic master...

Objective:
You win if you acquire all 4 of the treasure tiles from the
dungeon and at least 1 Hero is still alive.

Select Difficulty Mode:


Before setting up, decide what difficulty mode you would like
to play. First, collect all of the Artifact Tiles, except for the
Holy Grail, into a face-down pile and shuffle them. Next pick
your level by drawing Artifact Tiles and equipping them to
any Heroes you see fit:
• Easy: draw 4 Artifacts
• Medium: draw 2 Artifacts
• Hard: draw NO Artifacts
• Brutal: draw NO Artifacts and each Hero starts the game
with half of their health points.
Place the remaining tiles with the others to assemble the
Dungeon Deck.

Setup:
The game is set up as normal,
except that once the Dungeon
Deck is assembled (accounting
for any Artifacts taken out for the
difficulty level), randomly deal
all 36 Dungeon Tiles face-down
filling all 36 Dungeon Rooms.

17
Solo Play Variant Continued...
Gameplay:
Unlike the order in normal play, the turn order in solo play is:
1. Hero Phase – take 4 to 8 actions. Unless only 1 Hero is alive,
and then take 2-3 actions with that Hero.
2. Dungeon Passive Phase – Reveal all tiles in specific rows
based on the turn number.
3. Dungeon Aggressive Phase – ALL Monsters move/attack.

Phase 1- Hero Phase:


You may take up to 8 total actions on your turn, but you must
take a minimum of 4, unless only 1 Hero is alive, then take 2-3
actions with that Hero. Like normal play, each Hero may only
use up to 2 of those actions before becoming exhausted. The
exception to this is if only one Hero remains alive. That Hero may
take up to 3 actions but may not take 4 actions.
If a Hero moves into a room revealing a Monster Tile and cannot
slay it, after resolving its damage immediately replace the tile with
its Monster Figure.

Phase 2- Dungeon Passive Phase: Row 6


Row 5
• 1st Turn: Reveal all Dungeon Tiles in row 6 Row 4
(closest to the Treasure Vault). If any Monster Row 3
Row 2
Tiles are revealed in this phase, replace them Row 1
immediately with their Figures.
• 2nd Turn: Reveal all Dungeon Tiles with no Figures on them
(“unoccupied”) in rows 5-6.
• 3rd Turn: Reveal all unoccupied Dungeon Tiles in rows 4-6.
• 4th Turn: Reveal all unoccupied Dungeon Tiles in rows 3-6.
• 5th Turn: Reveal all unoccupied Dungeon Tiles in rows 2-6.
• 6th Turn, and every time after that: Reveal all unoccupied
Dungeon Tiles, and continue doing this phase every turn until
all unoccupied Dungeon Tiles are revealed.

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Phase 3- Dungeon Aggressive Phase:
The Dungeon has an Aggressive Phase
every round. Move ALL Monster 1 3
Figures in order starting with the
Monsters who have the highest
4
attack damage to the lowest damage.
If Monsters have equal damage,
start with ones in rows closer to the
2
Treasure Vault, from the leftmost
columns on the board.

Solo Monster Movement Rules:


• It must make 1 move toward a Hero, unless already in a room
with a Hero or another Monster Figure is blocking the way.
• If moving horizontally (left to right in a row) and vertically
(up and down in a column, between the Entrance Room and
Treasure Vault) are equidistant to the target Hero, then it will
choose to move horizontally.
• If multiple Heroes are equidistant, then the Monster must
move toward the Hero with the lowest remaining Health. If
those Heroes have equal Health, then the priority is:
Dryad > Wizard > Rogue > Cleric > Warrior
• Follow the same movement rules for Monsters like normal.
After each Monster moves, if it ends in a room with a Hero, it
attacks that Hero.

If a situation occurs when moving a Monster that is not


addressed by the above rules, please use this rule of thumb:

The goal of the Monsters should be to corner the Heroes or trap


them together. If there’s an option to slay a Hero or wound a
stronger Hero, always choose to slay a Hero.

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Icon Reference
Move Orthogonally Slay a Monster

Move Orthogonally Heal self or a nearby


or Diagonally Hero by up to 2 Health

Take Monster Damage Disarm a Trap

Reveal 1 face-down tile


Take Trap Damage

Another Hero up to 3 rooms


Return to Entrance Room away takes an action

Return to Entrance Room Slay a Monster up to


at only 1 Health Point 2 rooms away

Swap locations with Hero can use all the actions


another hero and not be exhausted

Resurrect a dead Hero


Restore to full Health
(Costs 2 Actions)

Credits
Game Designer: Michael Coe
Illustrator: Bill Bricker
Graphic Designer: Benjamin Shulman
Editor: Richard A. Edwards, Dylan D. Phillips Dungeon
Heroes
DH03
Check out other “Epic” Games at:
GamelynGames.com
© 2014-2023 Gamelyn Games, LLC all rights reserved. No part of this product may be reproduced without specific
permission. Dungeon Heroes, Gamelyn Games, and the DH logo are trademarks of Gamelyn Games, LLC.

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